In
fact, if we look at a lot of the breakthrough work that came
into the net culture in the 90s, we can see that it evolved
out of a practice-based research agenda that has resonance
with the university R&D model. In the late 90's, I often
referred to GRAMMATRON as a research and development
platform for digital narrative production and distribution,
and Alt-X has always been an experimental conceptual art
project that looks into the interrelationship between new
media publishing technologies and online exhibition
contexts. And then there's the continuous renegotiation of
the image and text in a kind of binary art environment and
what does it mean to create net theory, to port critical
consciousness through popular protocols like http, ftp, etc.
Presently, we are asking key questions like "What is
literature's exit strategy?" and "Who writes the Action
Scripts?" (a direct reference to the coding language of
Flash and its ability to make words and images behave in
unique artistic ways).
The very notion of an
engaged net art practice focused on digital narrative and
theory in cross-media platforms challenges our conventional
assessment of what a certain kind of work or cultural
production actually is. This kind of practice is very
conceptual and interdisciplinary and requires a flexible
approach to being a teacher or, as the case may be,
"academic." I'm not a typical academic in the true sense of
the word, but then again, many artists who are Professors
are not true academics. What we share with the academic and
scientific communities is changing, though. The more
collaborative, computer-supported work environments that
were known to be available only to computer science and
engineering students are now the very models that I, as a
Professor of Digital Art, am exploring in my new role here
at CU.
Lastly, one thing I think is
important to understand from our vantage point here at the
end of 2001, is that net art has become mainstreamed by the
museum and media cultures and yet there are still very few
people who really know what it is, or can be. This means we
need to explore its potential as a medium and to not let it
get locked into some predigested, predetermined meaning. We
also need to reconfigure education and the pedagogical
process associated with learning, especially when using new
media technology in an arts and humanities context. Which
brings me back to this practice-based research environment
that the university is uniquely positioned to support and
facilitate.
dd:
Lets talk about this: What exactely do you do in your
classes?
MA: We do so much!
The students are sometimes overwhelmed at first, but then
they catch on, knowing that the more they put into it the
more they are likely to get out of it. The key thing is to
create an engaging work environment and to assign projects
that allow for the development of both individual projects
and collaborative projects. These projects include
large-scale digital narratives using hypertext, Flash
animation, Director, etc., but also experimental sound or
"concept albums" embedded in narrative environments,
interactive digital cinema, color field e-books, net art
performance, etc.
It's also important for
students to feel like they have a certain amount of control
over the distribution of their work. Traditionally, students
have a rough time finding exhibition contexts for their work
and it is often not taken seriously. Part of the problem is
the lack of physical space or just finding a proper venue.
But with digital art, they are finding that they can
immediately exhibit or publish their work online and that
there are potential audiences out there that may be willing
to engage with their work.
This is both a good thing
and a very challenging thing. It's good because it forces
the students to rethink their role as artist in culture. For
example, just because you can put anything online, does that
mean you should put all of your work up there? What is the
context for your work when it goes live on the web? And then
there are issues of copyright and participating in an
attention-economy where the pay off may not necessarily be
money since most things put on the web are given away for
free.
Of course, now that net art
has been somewhat mainstreamed, it's not as if we here in
Colorado live in a bubble. There is a readily accessible
history of net art that is still available online, and so I
also teach a seminar on the history and theory of net art.
It's a kind of "edified conversation" about all of the
issues artists on the web must deal with, and we look at
some of the famous net art shows like the "Digital Studies"
show we launched on Alt-X in 1997, the "beyond interface"
and "Art Entertainment Network" shows at the Walker Art
Center, the net_condition show at ZKM, etc. We also study
critical theory, starting with Walter Benjamin but taking in
the likes of Vannevar Bush, Vilem Flusser, nettime, Rhizome,
etc.
Perhaps one of the most
exciting projects we have developed here is called
"Histories of Internet Art: Fictions and Factions" which is
a kind of online multi-media resource that focuses on the
recent history of net art practice, theory, community
building, etc. The site is developed by the students with my
supervision and includes investigations of (h)activism,
digital narrative, cyborg theory, code work,
surf-sample-manipulate, data visualization or GUI art, etc.
The students keep building the site which then becomes a
major resource for the students who come after them. It
keeps feeding off of itself and is growing into a resource
that I imagine other classes around the world will want to
access via the web which our students are quite thrilled
about.
dd:
Lets move away from your student and their pilot projects at
University of Colorado to those other classes you are
visioning. Which role net art should play in university and
school in general?
MA: It should be part
of both an undergraduate and graduate education in the arts,
especially for those with an emphasis in the media or
digital arts. It needs to be part of the curriculum so that
the students have all of the latest practical,
historical/theoretical, and technical skills and background
they need to continue building their online portfolios once
they leave school. Many of these skills are also
transferable to the marketplace and so, instead of having
creative, smart, art students who can't earn a living in
"the real world," we want our graduates to be just as
valuable as any computer scientist or engineering student,
perhaps even more valuable, because if they have the tech
skills in addition to the creative, conceptual and design
skills, then they may be able to balance out their need to
make money and their need to make art.
dd:
Considering your experiences as an artist and professor,
what role is netart likely to play?
MA: What we are
really talking about here is developing a kind of Life Style
Practice. This is something that probably differentiates
American culture from most other cultures (although the
Australians seem to share this with us more than any other
country). The idea is to turn your own life into a kind of
Action Script that animates your experience in ways that
reward you for your creative risk-taking.
Here in Boulder we keep
asking ourselves the same set of questions, but reformulate
them as a way to come up with different angles, different
perspectives, different approaches. For example, what does
it mean to be a net artist? Is it a life? A style? A
practice? One way to think about the growing confusion
between net art and net lit is as a continually emergent
dialogue. You see someones web site in Brazil and send them
an email from a ski town in Colorado telling them how much
you admire their work - and a dialogue is born. This
dialogue branches into more emails and soon you have a kind
of relationship, maybe even an interview you can post on
your class website. The site grows exponentially because
all of your student colleagues are doing the same thing, but
with different people, different artists or theorists, and
these threads start overlapping, intersecting, playing off
of each other. A network is born -- or emerges - or
converges, and it feels like art history is not so much a
thing of the past but a thing in-the-making. Soon, you have
an instantaneously delivered multi-linear thread of
narrative-potential being practiced as a form of social
networking or online dialectical materialism. It's much more
valuable than just earning three credits toward your
diploma.
dichtung-digital